I almost forgot I was working on a SMOD remake (Considering I was slacking off and doing other many things at once... and almost quitting modding HL2 after steampipe news) ... Ahem, anyway, I got a prototype custom weapon system working. Right now it only accepts the standard hitscan weapons shooting, but I do confirm they allow custom parameters to be used for bullet damage/count. I'll add more modifiers (And entity projectiles) as I am back to working on this project.

WeaponData{// Weapon data is loaded by both the Game and Client DLLs."printname""Custom Weapon 1""viewmodel""models/weapons/v_smg1.mdl""playermodel""models/weapons/w_smg1.mdl"//FIXME: "anim_prefix""smg2""bucket""2""bucket_position""0""bucket_360""1""bucket_position_360""0"

"clip_size""45""clip2_size""-1"

"default_clip""300""default_clip2""1"

"primary_ammo""SMG1""secondary_ammo""Pistol"

"weight""3""rumble""3""item_flags""0"

// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)SoundData{"reload""Weapon_SMG1.Reload""reload_npc""Weapon_SMG1.NPC_Reload""empty""Weapon_SMG1.Empty""single_shot""Weapon_SMG1.Single""single_shot_npc""Weapon_SMG1.NPC_Single""special1""Weapon_SMG1.Special1""special2""Weapon_SMG1.Special2""double_shot""Weapon_SMG1.Double""burst""Weapon_SMG1.Burst"}

// Weapon Sprite data is loaded by the Client DLL.TextureData{"weapon"{"font""WeaponIcons""character""a"}"weapon_s"{"font""WeaponIconsSelected""character""a"}"weapon_small"{"font""WeaponIconsSmall""character""a"}"ammo"{"font""WeaponIconsSmall""character""r"}"ammo2"{"font""WeaponIconsSmall""character""t"}"crosshair"{"font""Crosshairs""character""Q"}"autoaim"{"file""sprites/crosshairs""x""0""y""48""width""24""height""24"}}

"WeaponSpec"{"PrimaryFire"{"FireRate" "0.7""Bullet"{"AmmoType""Buckshot" //Used for bullet time bullet models (That's a mouthful...).... SUpplying I get the bullet entities to work..."Damage""8""ShotCount""7""Spread" // Spread is in degrees{"x""7" //Makes a horizontal line of bullets, think linegun from dead space"y""0""z""0"}}}"SecondaryFire"{"FireRate" "0.07""Bullet"{"AmmoType""pistol""Damage""14""ShotCount""1""Spread"{"x""1""y""1""z""1"}}}}}

Apparently the custom RPG code is not working right now (Maybe because I've never spawned entities in code before? Bleh). Anyway, as soon as I can transfer the working code to the SMMOD build, I'll put up a downloadable demo (Mapadd is still something I haven't put in yet) so to see if you guys like the current setup.

EDIT: Wow... the RPG does spawn... just on the other side of the map....EDIT THE EDIT: Fixed the RPG code. Now works... Just don't put the gun on full auto (Missles love punching each other till they explode).EDIT THE EDIT THE EDIT: Looks like I'm going to have to make a completely new missile entity, I suggest avoiding the use of the regular RPG. Good thing is, this new missile entity will support customisation like the custom explosive (It is custom explosive), might make it so that it uses a param to set the code to grenade or missile style behavior.

WeaponData{// Weapon data is loaded by both the Game and Client DLLs."printname""Custom Weapon 1""viewmodel""models/weapons/v_smg1.mdl""playermodel""models/weapons/w_smg1.mdl"//FIXME: "anim_prefix""smg2""bucket""2""bucket_position""0""bucket_360""1""bucket_position_360""0"

"clip_size""45""clip2_size""-1"

"default_clip""300""default_clip2""1"

"primary_ammo""SMG1""secondary_ammo""Pistol"

"weight""3""rumble""3""item_flags""0"

// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)SoundData{"reload""Weapon_SMG1.Reload""reload_npc""Weapon_SMG1.NPC_Reload""empty""Weapon_SMG1.Empty""single_shot""Weapon_SMG1.Single""single_shot_npc""Weapon_SMG1.NPC_Single""special1""Weapon_SMG1.Special1""special2""Weapon_SMG1.Special2""double_shot""Weapon_SMG1.Double""burst""Weapon_SMG1.Burst"}

// Weapon Sprite data is loaded by the Client DLL.TextureData{"weapon"{"font""WeaponIcons""character""a"}"weapon_s"{"font""WeaponIconsSelected""character""a"}"weapon_small"{"font""WeaponIconsSmall""character""a"}"ammo"{"font""WeaponIconsSmall""character""r"}"ammo2"{"font""WeaponIconsSmall""character""t"}"crosshair"{"font""Crosshairs""character""Q"}"autoaim"{"file""sprites/crosshairs""x""0""y""48""width""24""height""24"}}

"WeaponSpec"{"PrimaryFire"{"FireRate" "0.7""Bullet"{"AmmoType""Buckshot" //Used for bullet time bullet models (That's a mouthful...).... SUpplying I get the bullet entities to work..."Damage""8""ShotCount""7""Spread" // Spread is in degrees{"x""7" //Makes a horizontal line of bullets, think linegun from dead space"y""0""z""0"}}}"SecondaryFire"{"FireRate" "0.07""Bullet"{"AmmoType""pistol""Damage""14""ShotCount""1""Spread"{"x""1""y""1""z""1"}}}}}

Apparently the custom RPG code is not working right now (Maybe because I've never spawned entities in code before? Bleh). Anyway, as soon as I can transfer the working code to the SMMOD build, I'll put up a downloadable demo (Mapadd is still something I haven't put in yet) so to see if you guys like the current setup.

EDIT: Wow... the RPG does spawn... just on the other side of the map....EDIT THE EDIT: Fixed the RPG code. Now works... Just don't put the gun on full auto (Missles love punching each other till they explode).

WeaponData{// Weapon data is loaded by both the Game and Client DLLs."printname""Custom Weapon 1""viewmodel""models/weapons/v_smg1.mdl""playermodel""models/weapons/w_smg1.mdl"//FIXME: "anim_prefix""smg2""bucket""2""bucket_position""0""bucket_360""1""bucket_position_360""0"

"clip_size""45""clip2_size""-1"

"default_clip""300""default_clip2""1"

"primary_ammo""SMG1""secondary_ammo""Pistol"

"weight""3""rumble""3""item_flags""0"

// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)SoundData{"reload""Weapon_SMG1.Reload""reload_npc""Weapon_SMG1.NPC_Reload""empty""Weapon_SMG1.Empty""single_shot""Weapon_SMG1.Single""single_shot_npc""Weapon_SMG1.NPC_Single""special1""Weapon_SMG1.Special1""special2""Weapon_SMG1.Special2""double_shot""Weapon_SMG1.Double""burst""Weapon_SMG1.Burst"}

// Weapon Sprite data is loaded by the Client DLL.TextureData{"weapon"{"font""WeaponIcons""character""a"}"weapon_s"{"font""WeaponIconsSelected""character""a"}"weapon_small"{"font""WeaponIconsSmall""character""a"}"ammo"{"font""WeaponIconsSmall""character""r"}"ammo2"{"font""WeaponIconsSmall""character""t"}"crosshair"{"font""Crosshairs""character""Q"}"autoaim"{"file""sprites/crosshairs""x""0""y""48""width""24""height""24"}}

"WeaponSpec"{"PrimaryFire"{"FireRate" "0.7""Bullet"{"AmmoType""Buckshot" //Used for bullet time bullet models (That's a mouthful...).... SUpplying I get the bullet entities to work..."Damage""8""ShotCount""7""Spread" // Spread is in degrees{"x""7" //Makes a horizontal line of bullets, think linegun from dead space"y""0""z""0"}}}"SecondaryFire"{"FireRate" "0.07""Bullet"{"AmmoType""pistol""Damage""14""ShotCount""1""Spread"{"x""1""y""1""z""1"}}}}}

Apparently the custom RPG code is not working right now (Maybe because I've never spawned entities in code before? Bleh). Anyway, as soon as I can transfer the working code to the SMMOD build, I'll put up a downloadable demo (Mapadd is still something I haven't put in yet) so to see if you guys like the current setup.

EDIT: Wow... the RPG does spawn... just on the other side of the map....EDIT THE EDIT: Fixed the RPG code. Now works... Just don't put the gun on full auto (Missles love punching each other till they explode).EDIT THE EDIT THE EDIT: Looks like I'm going to have to make a completely new missile entity, I suggest avoiding the use of the regular RPG. Good thing is, this new missile entity will support customisation like the custom explosive (It is custom explosive), might make it so that it uses a param to set the code to grenade or missile style behavior.

... Custom explosive will still be there... I just realised what I did wrong. Default RPG entity now can be used properly! ._. I still need to implement the custom explosive code for the custom weapons and the system itself. I will also make it so that you can place it in hammer and detonate it manually using inputs and will have a output upon explosion (IE: For traps or something like that... ._. I will have to make mapadd and I still don't know where the hell to put the code for that at).EDIT: I should really update the github so you guys can build the current build of SMMOD early before I release it and try it out. Ack, I'll do that later.

I'm also lazy and did not test if custom weapon 2 works just like custom weapon 1... And there is some code not transferred yet. https://www.dropbox.com/s/jzwqou8aqqok3mv/SMMOD.rarAlso, I didn't include 30 custom weapons yet, I just made the code only (Should) read the first two custom weapons, but I'll raise it or have a config file set the limit. I need to transfer the ironsight code... add leaning... Add custom explosives... Add custom npcs... Add mapadd (Dear lord, I still can't find the right spot to put it)._.

I'm also lazy and did not test if custom weapon 2 works just like custom weapon 1... And there is some code not transferred yet. https://www.dropbox.com/s/jzwqou8aqqok3mv/SMMOD.rarAlso, I didn't include 30 custom weapons yet, I just made the code only (Should) read the first two custom weapons, but I'll raise it or have a config file set the limit. I need to transfer the ironsight code... add leaning... Add custom explosives... Add custom npcs... Add mapadd (Dear lord, I still can't find the right spot to put it)._.